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Kyogre

Gargantuan monstrosity (titan), chaotic evil


Armor Class 18 (natural armor)
Hit Points 472 (27d20+189)
Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA


30 (+10) 11 (0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)

Damage Immunities lightning, bludgeoning, piercing, and slashing from nonmagical


weapons
Condition Immunities frightened, paralyzed
Senses truesight 120 ft.
Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak,
telepathy 120 ft.
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects
can�t reduce its speed or cause it to be restrained. It can spend 5 feet of
movement to escape from nonmagical restraints or being grappled.
Siege Monster. The kraken deals double damage to objects and structures.

Actions
Multiattack. The kraken makes three tentacle attacks, each of which it can replace
with one use of Fling.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10)
piercing damage. If the target is a Large or smaller creature grappled by the
kraken, that creature is swallowed, and the grapple ends. While swallowed, the
creature is blinded and restrained, it has total cover against attacks and other
effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each
of the kraken�s turns. If the kraken takes 50 damage or more on a single turn from
a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw
at the end of that turn or regurgitate all swallowed creatures, which fall prone in
a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is
no longer restrained by it and can escape from the corpse using 15 feet of
movement, exiting prone.

Flipper. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 +
10) bludgeoning damage, and the target is grappled (escape DC 18). Until this
grapple ends, the target is restrained. The kraken has ten tentacles, each of which
can grapple one target.

Fling. One Large or smaller object held or creature grappled by the kraken is
thrown up to 60 feet in a random direction and knocked prone. If a thrown target
strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10
feet it was thrown. If the target is thrown at another creature, that creature must
succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked
prone.

Lightning Storm. The kraken magically creates three bolts of lightning, each of
which can strike a target the kraken can see within 120 feet of it. A target must
make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed
save, or half as much damage on a successful one.

Legendary Actions
The kraken can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time, and only at the end of another
creature�s turn. The kraken regains spent legendary actions at the start of its
turn.

Flipper Attack or Fling. The kraken makes one tentacle attack or uses its Fling.

Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.

Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a
60-foot radius. The cloud spreads around corners, and that area is heavily obscured
to creatures other than the kraken. Each creature other than the kraken that ends
its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10)
poison damage on a failed save, or half as much damage on a successful one. A
strong current disperses the cloud, which otherwise disappears at the end of the
kraken�s next turn

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